Comment

Here is a recent question that I thought would be useful for prospective buyers to know the answer to!

Question:

"Hello i just purchased your melee weapon plugin and i have a question , what is the difference from your plugin shape swipes and adding collision boxes to a mesh and swipe with those? except for hiting a bone"

Answer:

The difference is mainly performance.

Adding collision boxes involves creating actor components and attaching them to other components, it is very inefficient. Especially when rapid movement is involved!

I am using the low-level physics structure of the Physics Asset (for skeletal meshes), and those primitives are created directly in the physX scene by UE4 Engine in very efficient fashion.

Comment

All you have to do is decide whether you want server-only sweeps, or if you want to allow client to sweep too and then verify with server version.

My toolkit is utterly simple to use and yet gives you the power to make these network decisions yourself.

Please see the main picture of my plugin, there's only 3 nodes you need to implement and it is all in Blueprints.

It's so easy to do that I think you might see this and think something is missing, but there's nothing missing, it is just for you to attach HasAuthority switches and only do damage / do sweeping on the server, or decide if you want a faster no-lag reaction check done locally that is verified by server version